Yeah , I added check for Mesh type. Iterator would be nice to have :) .
So far hacked it for my needs.

Thanks a lot .

On Wed, May 18, 2011 at 4:31 PM, richardolsson <[email protected]> wrote:

> @Michael:
> No, the assets vector will not be exposed outside the library, because
> then the library cannot prevent you from modifying it without the
> library knowing (which breaks the entire mapping between name and
> asset.)
>
> However, there will likely at some point be an iterator interface to
> let you loop over assets without letting you modify the internal list.
> Whether is a separate class, or a part of the AssetLibrary interface
> remains to be decided. But I can imagine it being a separate class,
> since it's probably not something you want to do very often anyway:
>
> var it : LibraryIterator = AssetLibrary.getIterator();
> var asset : IAsset;
> while (asset = it.next()) {
>  trace(asset.name);
> }
>
> What you are doing in your example (where m is a Mesh) would crash at
> the first asset that is not a mesh.
>
>
> Cheers
> /R
>
> On May 18, 1:17 pm, Michael Iv <[email protected]> wrote:
> > BTW some thought on AssetLibrary class.Can you guys expose _assets
> variable
> > into outside world?
> >
> > So that we can do something like this:
> >
> > for each(var m:Mesh in _myAssetLib){
> >
> >   trace(m.name);
> >
> > }
> >
> > ?
> >
> > Thanks.
> >
> >
> >
> >
> >
> >
> >
> >
> >
> > On Wed, May 18, 2011 at 2:15 PM, richardolsson <[email protected]>
> wrote:
> > > Yeah, so to elaborate on what Fabrice quotes above from GitHub; There
> > > will soon be a MESH_COMPLETE event that you can listen for, to avoid
> > > having to check assetType, if you'd prefer to do that. I will probably
> > > push it later today or tomorrow as part of another update to the
> > > AssetLibrary.
> >
> > > Cheers
> > > /R
> >
> > > On May 18, 1:04 pm, Fabrice3D <[email protected]> wrote:
> > > > last comments on github:
> > > > Investigate implementing separate COMPLETE events for every asset
> type,
> > > e.g. MATERIAL_COMPLETE, BITMAP_COMPLETE, MESH_COMPLETE et c. This would
> > > please good old Fabrice, as it would indeed make loading of simple
> meshes
> > > easier, and shouldn't be too hard to implement.
> >
> > > > Good old Fabrice :D
> >
> > > > On May 18, 2011, at 12:52 PM, Michael Iv wrote:
> >
> > > > > Richard you are right. But when checking for assetType ==
> > > AssetType.MATERIAL the debuger doesn't enter the statement at all. For
> more
> > > info ,what I do is loading 3Ds model assuming that its texture is
> loaded
> > > automatically. That is why I switched to BITMAP .Also would like to ask
> you
> > > as a complete N00b what are the cases I would receive
> AssetType.MATERIAL
> > > type ?
> >
> > > > > On Wed, May 18, 2011 at 1:47 PM, richardolsson <
> [email protected]>
> > > wrote:
> > > > > @Michael:
> > > > > That code looks dangerous. Right now you are assuming that the
> assets
> > > > > that are returned are either bitmaps or meshes. If a material is
> > > > > returned, that code will crash.
> >
> > > > > Either check for assetType == AssetType.MATERIAL (and set the
> assets
> > > > > mipmap property) or do what you do now but make sure to check that
> the
> > > > > asset is really a mesh (assetType == AssetType.MESH).
> >
> > > > > Cheers
> > > > > /R
> >
> > > > > On May 18, 12:42 pm, Michael Iv <[email protected]> wrote:
> > > > > > This worked:
> >
> > > > > > private function onAssetComplete(e:AssetEvent):void{
> > > > > > if(e.asset.assetType == AssetType.BITMAP){
> > > > > > BitmapDataAsset(e.asset).name;
> > > > > >  }else{
> > > > > > Mesh(e.asset).material.mipmap=false;
> >
> > > > > > }
> > > > > > }
> >
> > > > > > :) .
> > > > > > Feeling a total n00b with Away4 ;) !
> >
> > > > > > On Wed, May 18, 2011 at 1:33 PM, Michael Iv <
> [email protected]>
> > > wrote:
> > > > > > > @John it is 2048x512
> >
> > > > > > > @Richard so where do i ACCESS the mipmap property? on the
> material?
> >
> > > > > > > Tnx
> >
> > > > > > > On Wed, May 18, 2011 at 1:29 PM, John Brookes <
> > > [email protected]>wrote:
> >
> > > > > > >> or
> > > > > > >> Just resize the image in photoshop to power of 2 square
> > > > > > >> It will still work.
> >
> > > > > > > --
> > > > > > > Michael Ivanov ,Programmer
> > > > > > > Neurotech Solutions Ltd.
> > > > > > > Flex|Air |3D|Unity|
> > > > > > >www.neurotechresearch.com
> > > > > > >http://blog.alladvanced.net
> > > > > > > Tel:054-4962254
> > > > > > > [email protected]
> > > > > > > [email protected]
> >
> > > > > > --
> > > > > > Michael Ivanov ,Programmer
> > > > > > Neurotech Solutions Ltd.
> > > > > > Flex|Air |3D|Unity|www.neurotechresearch.comhttp://
> > > blog.alladvanced.net
> > > > > > Tel:054-4962254
> > > > > > [email protected]
> > > > > > [email protected]
> >
> > > > > --
> > > > > Michael Ivanov ,Programmer
> > > > > Neurotech Solutions Ltd.
> > > > > Flex|Air |3D|Unity|
> > > > >www.neurotechresearch.com
> > > > >http://blog.alladvanced.net
> > > > > Tel:054-4962254
> > > > > [email protected]
> > > > > [email protected]
> >
> > --
> > Michael Ivanov ,Programmer
> > Neurotech Solutions Ltd.
> > Flex|Air |3D|Unity|www.neurotechresearch.comhttp://blog.alladvanced.net
> > Tel:054-4962254
> > [email protected]
> > [email protected]
>



-- 
Michael Ivanov ,Programmer
Neurotech Solutions Ltd.
Flex|Air |3D|Unity|
www.neurotechresearch.com
http://blog.alladvanced.net
Tel:054-4962254
[email protected]
[email protected]

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